Showing posts with label Magazines. Show all posts
Showing posts with label Magazines. Show all posts

25 Years of SEGA Dreamcast (EGX London 2024 Panel)

On the 27th of October at EGX London 2024, Christopher Dring of GamesIndustry.biz hosted a panel called "25 Years of SEGA Dreamcast". The panel featured publishing veterans and founders of DC-UK magazine Caspar Field and Keith Stuart, as well as Junkyard member and author of the Dreamcast: Year One and Year Two books Andrew Dickinson, to discuss "one of the most influential games consoles that people didn't buy." 

Many great stories are shared throughout the discussion, and the panel really focuses in on what exactly made SEGA's final console so fantastic. If you weren't there in the audience to see this talk live, fear not, as Dan from Debug Magazine was there to capture the whole thing on film, the footage of which we have preserved on our YouTube channel, complete with crisp 4K video quality and lovely clear audio (also thanks to Dan!)

Let us know what you thought of the talk by leaving a comment below, or on the video itself!

Dreamzone Magazine: First 15 Issues now Digitally Preserved

 

Parles-tu français? No, me neither. Languages weren't a strength of mine at school, and despite some derisory attempts to pick up Spanish during adulthood, I remain a stereotypically monolingual Brit. Nevertheless, last year I took up the task of acquiring and scanning a whole heap of Dreamcast magazines from across the globe that had yet to be digitally preserved. A handful of those missing from the internet are in English, but the vast majority are in the Romance languages of my European neighbours, Japanese and even varieties of Chinese. 

Why on earth would I bother doing this? Well, for one, I'm hopeful that the pages of these mags might contain some information that is useful to hobbyists, journos and potentially even the more rigorous varieties of gaming historians.

Fortunately the Junkyard crew's attitudes towards our French neighbours are much more comradely than that shown in this Dreamarena chat snippet...

Secondly, it seemed a shame that masses of material was only available to those who were fortunate enough to hold private collections. And lastly, given that there is no profit to be made from it, it was unlikely that digital preservation of this sort was going to happen unless I (or other volunteers) took it up. Oh, and the biggest reason of all - I'm a big dork and get a kick out of dorky endeavours.

Ok, enough with the prelude and on to the main event. The primary purpose of this post is to announce that the first 15 issues of the French magazine Dreamzone are now available for your viewing pleasure, hosted by the virtual Aladdin's cave that is Sega Retro. That is, over 2,000 pages of retro gaming journalism, brought back to life kicking and screaming from the dark depths of the turn of the Millennium. 

Feel free to browse the scans for yourself, or, for an introduction to the magazine and a run-down of its contents, read-on.

Dreamzone: Stalwarts of the French Scene (1998-2002)

Launched by the prolific FJM Publications in December of 1998, Dreamzone was the first magazine of its ilk to appear in Europe. Understandably enthused by the Japanese launch, their early start meant that the first few issues of the mag were dominated by salivating previews and reviews of exotic Japanese imports, as well as extensive pondering over what the coming European launch may entail. Once the wait was over in late 1999 a substantial proportion of the page budget was duly turned over to a PAL-specific focus, though coverage of the many, many Japanese releases still remained a mainstay until the bitter end.

The FJM Publication team circa 2000, featuring two chaps who took up the Editor-in-Chief role for Dreamzone: Vincent Maulon (issues 7-15) and Cedric Devoyon (issues 16-29).

Dreamzone featured everything you might expect from a magazine of its genre and age: a copious letters section, interviews with game industry heads, reporting from events, boisterous editorials, competitions, game tips, reviews and previews, and of course, crass slobbering over a digital Lara Croft. What was perhaps a little more odd was their persistent coverage of the Neo Geo Pocket - seemingly adopted as an unofficial companion for the Dreamcast, perhaps in spite of the console war rivals over at Nintendo. Looking at it through the lens of 2024, the haphazard reporting on movies and websites that filled the back end of the mag seems rather twee too, but may well have added some value for readers at a time when internet access was limited.

"I'm not BOY". Vive la Neo Geo Pocket!

Despite lacking the GD-ROM giveaway of its official competitor, Dreamzone still packed a lot of bang for it's buck (or Franc to be more precise), coming in at 132 pages per issue on average. And, from what can be established through some rudimentary internet sleuthing, the mag appears to be fondly remembered by many a French millennial - more so than its other national competitor, Game Dream, which was bizarrely ran by the same publishing house. Whether Dreamzone ever actually made it to the shores of distant Francophone territories mentioned in the small print of its cover (Martinique, Guadeloupe, Quebec) is a question for another day... 

Let's take a look at SEGA Powered issue 5: Dreamcast special

SEGA Powered issue 5 is out now, and it's a bit of a treat for Dreamcast fans. The magazine is a full on homage to all things Dreamcast, and is packed full of features and reviews that focus on the history of the console and some of the finest games to ever grace a GD-ROM drive. Priced at £6.50 for a physical print edition and £3.00 for a digital PDF, this is a must-buy for anyone with even a passing interest in the little white (or more probably yellow) box of tricks.

But that's not all. See, as discussed in our recent DreamPod episode with Daniel of WAVE Game Studios and SEGA Powered editor Dean Mortlock, issue 5 of this fantastic tome comes complete with a demo disc full of indie releases. This is the first time in over 20 years a physical magazine has come with a Dreamcast demo disc, and it features playable demos and game trailers - just like they did back in the day. Oh, and the menu music is banging.

But don't just take our (written) word for it. Below is a video that includes a quick flick through the pages of the magazine, and then a look at the demos on the disc which incidentally was created by Ian Michael - the same bodacious dude responsible for bringing the Turtles Cowabunga Collection to the Dreamcast. Check it out:


If you want to purchase a copy of SEGA Powered issue 5, visit the website here. You should also follow them on Twitter, and give WAVE Game Studios and Ian Michael a follow too, while you're at it. 

So - did you buy a copy of SEGA Powered issue 5? If so, let us know what you thought of the magazine and the demo disc in the comments.

Let's take a look at [lock-on] Volume 003

[lock-on] Volume 003 is finally here, and as we previously discussed, it is pretty heavy on the Dreamcast content. In fact, it's so Dreamcast-heavy, it could quite easily be mistaken for a lost issue of Total Control. Well, maybe not...but hopefully you get my point.

[lock-on] is a collection of essays and musings on video gaming topics that are as varied as they come, all presented in a superbly weighty format on high quality paper. That Volume 003 is also a Dreamcast special has earned it a mention here - a blog dedicated to the Dreamcast. That, and the Editor in Chief is one Andrew Dickinson - a name some of you may recognise from his hosting duties on our podcast DreamPod.

This latest edition of Lost in Cult's flagship periodical is stuffed with features on all aspects of the Dreamcast; from the launch window fanfare and the system's connection to NAOMI, to memories of individual games, hardware and peripherals. 

These features are written by some pretty knowledgeable and recognisable folks from across the gaming diaspora (including a few of the staff from this very blog). Not only this, but the artwork throughout is quite simply stunning - the temptation to rip some of the pages from [lock-on] Volume 003 and frame them is real.

It's not all Dreamcast though, as articles on titles such as Sable and Doshin the Giant are also included - indeed the former is the featured game on the cover, and there's a huge spread dedicated to the world building and architecture found in Shedworks' cel shaded indie hit. The soft cover version you see in these images and in the video should be arriving on doormats around the world right about now (funk soul brother), with the hardcover version (complete with Shenmue-themed cover art) coming in the near future.

Check the video below for a bit of a flick through the pages of [lock-on] Volume 003:

If you'd like to know more about [lock-on], or indeed any of the upcoming projects from the fine peeps behind this tome, visit the Lost in Cult website here or follow on Twitter.

Dreamcast Magazines: Appreciation and Preservation

In his recent DCJY interview the former President of Sega of America, Peter Moore, put forward a passionate and convincing case as to why the Dreamcast was ahead of its time. One of the primary reasons for this characterisation of the Dreamcast by Moore was its out-of-the-box internet functionality; a pioneering feature intended to “take gamers where gaming was going.” From a technical standpoint this was executed well by Sega, but being ahead of the curve doesn't necessarily always pay dividends, and cruelly “Sega flung themselves onto the barricades…and was trod on by subsequent consoles.” 

At the turn of the millennium the capabilities of (and consumer familiarity with) the internet were still relatively limited, and the average gamer was perhaps not as enthused about online play as they would become a decade on, by which point other consoles were ready to build on the foundations laid by Sega. Indeed, one of the indicators of how premature internet functionality was in 1998-2002 is that the primary source of gaming information, even for owners of Dreamcasts with built-in modems, was still the printed word. Even many of those who may reasonably have been expected to be further advanced on this front, such as gaming industry heads and retailers, were often still getting their news fix via specialist print periodicals like MCV or GameWeek.

This context probably goes some way to explaining why, despite being a short-lived commercial flop, the Dreamcast had a surprisingly large number of print magazines dedicated to it. 36 to be exact(ish), in seven different languages, spanning a whopping 576 issues crammed with at least 50,000 pages of professionally produced content (good maths, eh?). Of course, most of the Dreamcast's key markets had their very own officially sanctioned magazine that nominally had the advantage of a close connection to Sega, and were usually paired with a GD-ROM demo disc series that undoubtedly increased their appeal.

But in many territories these faced stiff competition from not just one but several unofficial variants, vying to win the attention of readers with their independent editorial lines and offering a panoply of ‘free’ tat (VHS tapes, cheat books, posters, postcards, water pistols) in a bid for market share. The gaming and publishing industries have changed to such an extent in the intervening 20 years that even the most successful current generation consoles are extremely lucky if they have a single (print) magazine dedicated to them in operation.

Dreamcast magazines from three different continents

To be sure, there were quite a few failed starts. Dreamcast Magazine of Italy published just one single issue, thereby having no opportunity to atone for their front cover error of illustrating their Virtua Fighter 3tb coverage with a Street Fighter character. Total Dreamcast was mysteriously canned right before release, presumably much to the ire of those who had sweated over its 100+ pages of copy and layout. DCM, the only unofficial magazine in the States - which is bizarre given the sheer magnitude of the US market - bailed out after a paltry four issues. 

Even many of those publications that made it past their formative stages abruptly called it quits soon after Sega's official announcement of the Dreamcast's demise in early 2001, without as much as a sentimental goodbye to readers in their last issues, suggesting that the editorial teams probably had little notice of the cessation themselves.

The covers of the final issues of the three Dreamcast magazines that were last to cease publication. From left to right: Dreamcast Magazine (Paragon, UK) April 2002; Dreamcast Le Magazine Officiel (Mon Journal Adomedias, France) March/April 2002; Dreamzone (FJM, France) December 2001/January 2002

Yet, plenty of the pack valorously struggled on against the onslaught of PS2 hype, doing a commendable job of filling their pages with news of the dwindling trickle of officially-licensed releases, hopeful glances at arcade games that could be ported (those DC releases of Beach Strikers and Virtua Fighter 4 are still coming, right?), or even shamelessly re-running old reviews. Here in ol' blighty Paragon Publishing’s Dreamcast Magazine is remembered fondly for unflinchingly maintaining its publication schedule until April 2002 when they gracefully bowed out with a tear jerking final issue packed with retrospectives on what had been.

DCJY welcomes Jörg Tittel

In the latest episode of our podcast DreamPod, Andrew, Brian and Mike chat with writer, producer and director Jörg Tittel, who previously wrote for the US Official Dreamcast Magazine. We discuss Jörg's time at the magazine, his love for the Dreamcast, and his experience working on his own game (The Last Worker). He also shares some fascinating stories, detailing his friendships with Dreamcast developer royalty, including Frédérick Raynal (Toy Commander, Toy Racer) and probably most notably, the late Shinya Nishigaki (Blue Stinger, Illbleed) - which led to Jörg being included as a character in Illbleed!
Jörg S. Baker in Illbleed, based on Jörg Tittel!
Use the embedded player below to listen here on the main Dreamcast Junkyard blog, or alternatively you can grab the episode on your podcatcher of choice.


Thanks once again to Jörg for coming on the podcast. You can follow him on Twitter, @newjorg. Also check out his upcoming game, The Last Worker at thelastworker.com, which looks excellent, and (as revealed on the episode) will contain an Illbleed easter egg!

[lock-on] Volume 003 Dreamcast special smashes crowdfunding goal in 6 hours!

[lock-on] from Lost in Cult has established itself as a high quality gaming journal ever since Volume 001 was successfully funded via Kickstarter back in April 2021. Featuring long form features from established games journalists, bloggers, YouTubers and influencers; and interviews with high profile game developers, alongside stunning bespoke artwork; [lock-on] has truly carved out a niche for itself as a proper high brow publication. I'm purposely trying not to use the word 'magazine,' because that's not really what [lock-on] is - it's every bit the journal it claims to be. Think a collection of essays peppered with amazing visuals and you're on the right track.

Anyhow, [lock-on] Volume 003 hit Kickstarter at 6pm on Monday 7 February, and was fully funded to the tune of £24,000 just 6 hours later. And why am I telling you any of this? Well, its because Volume 003 is a full on Dreamcast spectacular! Full disclosure alert here though - [lock-on]'s Editor-in-Chief is one Andrew Dickinson, who you may know as one of the hosts from our podcast DreamPod (as well as Dreamcast Years), and furthmore three of the team here at the Junkyard - myself, Rich Elsey and Lewis Cox - will have Dreamcast-related features published in the journal.

Don't let me contributing put you off though - there are many, many familiar and talented folk from the world of gaming content creation involved with [lock-on] Volume 003, many offering Dreamcast related musings which will make up a large percentage of the 200+ page tome. Names such as Adam Koralik, John Linneman, and Simon Cox and Jörg Tittel from the Official US Dreamcast Magazine head up those writers known for their affinity with Sega's little white box; with many more also contributing.

As with Volumes 001 and 002, [lock-on] Volume 003 will be adorned with incredible artwork, with the hard cover version in particular featuring a lovely Shenmue inspired illustration (the soft cover features equally impressive Sable art); and pretty much every square centimetre of available real estate is plastered with some of the most amazing illustrations from some of the most well known and respected artists in the gaming space.

That's not all though, as some tiers of the Kickstarter come with a digital EP from synthwave musician RyoX - titled Visual Memories EP - which features remixed music tracks from Shenmue, Resident Evil CODE: Veronica, Skies Of Arcadia, Space Channel 5 and Sonic Adventure. That'll sound lovely wafting out of your stereo on a warm summer's evening - mark my words.

[lock-on] Volume 003 looks set to be a real treat for fans of Sega's final console, and though the Kickstarter has been successfully funded, you can still back it to recieve a copy of the physical journal (at the time of writing). Previous copies of [lock-on] tend to become quite sought after as publisher Lost in Cult doesn’t generally do reprints, so my advice would be to head over to the Kickstarter campaign page and chuck some money at it, pronto!

Follow Lost in Cult on Twitter or visit the Lost in Cult website for more information.

Let's take a look at SEGA Powered magazine

SEGA Powered is a brand new Sega-focused magazine that was successfully funded on Kickstarter back in 2021. Naturally, several of us here at the Junkyard threw our cash at the campaign when we heard that somebody was attempting to bring us a games mag that echoed the feel and style of those 90's rags we grew up reading. And now that it's finally here, how does SEGA Powered live up to those lofty expectations?

Pretty well, actually. For starters, SEGA Powered is helmed by Dean Mortlock, a veteran of the games journalism scene of the 1990s. Dean was the Editor of both SEGA Power and its successor Saturn Power - the pair of them magazines I read as a child and later a teen - and so I knew this was going to be decent. Dean is supported by former DC-UK and Edge staffer Neil Randall as Dep Ed, along with Staff Writers Paul Monaghan (who you may know from the Maximum Power Up podcast); and Marc Jowett from SegaMags. There's enough gaming experience, credibility and knowledge contained within the noggins of this foursome that you know these guys know what makes a good games mag. And I know that you know that I like a good games mag. And you know what? SEGA Powered is a good mag. Check it out in the video below:

SEGA Powered issue uno weighs in at 78 pages, and there's a really good mix of content covering modern Sega news and games, alongside a healthy serving of retro themed reviews and features. Sonic features on the cover and Sega's mascot is treated to a multi page 30th anniversary spread. What's especially nice for us Dreamcast fans though, is the amount of Dreamcast-specific content. There are reviews of Virtua Tennis and Intrepid Izzy, some good information on Dreamcast indie titles, and an interview with Roel van Mastbergen from Senile Team. There's also a rather excellent 'directory' of the essential games for every Sega console, along with prices you should expect to pay for them. No Spirit of Speed 1937 in the Dreamcast section though, which is honestly quite alarming.

I'm reliably informed by Paul that issue 2 of SEGA Powered is already well underway and we're excited to see what's next for the magazine. As a passive-aggresive suggestion, I'd very much like to see a revival of Mean Yob's letters page in future issues, and possibly even Games Master Magazine's Grip Chimp for highly specialised peripheral reviews. Oh, and an Amiga Power style 'reader art' section where the editorial staff essentially laugh at how bad the submissions are. If you build it, they will come.

Jokes aside, SEGA Powered is yet another high quality physical gaming peridocal that has been funded by fans and lovingly crafted by people who clearly know what they're doing. If you missed the Kickstarter campaign and would like to get hold of a copy of issue 1 though, be sure to head to the SEGA Powered website (when it launches in early 2022) or grab a copy from one of the gaming events the team will be attending in 2022. Oh, and give them a follow on Twitter here.

In White 1999: The Time D2's Laura Appeared as a Model in a Japanese Fashion Magazine

Kenji Eno seemed to look at game design differently to other developers. If you've played his major Dreamcast outing D2, you'll know exactly what I mean. He was always pushing the boundaries of what made a game a game. Something he very much championed was the idea of a 'digital actress.' It's a bit of an odd concept to explain, but perhaps the most modern equivalent we have is the likes of Hatsune Miku, a fictional character that has transcended her original source material (as the mascot for a piece of music software) to become a celebrity in her own right, crossing over into other forms of media, almost like she's following some kind of real world career path. 

Laura, created by Kenji Eno, was very similar. She's a familiar face we see in Eno's D trilogy, but in each game she 'plays' a completely different character, in the same way real-life actors play different roles in movies. In D, she is Laura Harris; in Enemy Zero, she is Laura Lewis; and in D2, she is Laura Parton. Despite sharing a similar-looking character model, they are all different characters who are involved in completely separate storylines.
Laura Harris (top left), Laura Lewis (bottom left), Laura Parton (right)

Being the creative genius he was, Kenji Eno's vision for Laura did not end at games. Prior to the release of D2 in Japan, Laura modelled clothes designed by Japanese fashion designer Yohji Yamamoto in the August 1999 issue (no. 268) of the Japanese fashion magazine High Fashion (or simply "HF"). Not only was she included within the issue's pages, she was featured slap-bang on the cover too. 

I can't imagine how stressful it must have been for many hard-working fashion models back in 1999 to have a precious front cover spot pinched from them by a 3D-rendered Dreamcast woman. Below are all the covers of High Fashion from January 1997 to December 1999 (source). Laura definitely stands out amongst the other mortals - a definite case of "one of these things is not like the others".
Video game characters modelling clothes isn't unheard of these days, though. In the last decade, we've seen Final Fantasy XIII-2's troupe of characters model a range for Prada in Summer 2012, while the game's main character Lightning did a virtual shoot for Louis Vuitton in 2016. But this photoshoot of Laura could potentially be one of the first instances of this odd concept to ever occur. 


I was so intrigued, I tracked down this issue with the promise to myself that I'd document it here for the enjoyment of all who love the more esoteric side of Dreamcast lore, and as an extension, the legacy of Kenji Eno and D2. So here we go. I present to you issue 268 of High Fashion magazine. Feel free to click on any of the scans if you want to view a larger version of them.

Let's take a look at Shenmue World from Shenmue Dojo

You may recall we featured the upcoming Shenmue World magazine Kickstarter here at the Junkyard in the recent past. Well, the day has arrived. What day is that? The day of Shenmue World's arrival, of course! Yes, Shenmue Dojo's crowd funded ode to all things Shenmue has started to drop through letterboxes around the world, and we thought we would give you a bit if a sneak peak at what comes in the package.

Please note that if you'd rather wait to see all this stuff for yourself, probably don't watch the video below as it contains major spoilers. Well, major spoilers if you backed the project without reading what you might get in return for your cash. Also, sorry about the little noise in the video. It's just something my ancient Sony camcorder does. I'll invest in a new one at some point. Suggestions for a decent, cheap camera that doesn't make a whirring noise appreciated!

The magazine weighs in at 162 pages and is packed with interviews, character profiles, Shenmue history, facts and figures and a history of the Shenmue Dojo itself. There's a lot stuffed into this inaugural issue, and anyone who backed it is unlikely to feel short changed. Furthermore, the additional items that come with the magazine are really rather cool and comprise a music CD, postcards, signed photos, stickers and a poster. It's a great package for the price (it was £20 including shipping, if I recall), and James and the rest of the team should be congratulated for creating a top quality magazine.

Check out the Shenmue Dojo website and Twitter, and the Shenmue World Twitter if you'd like to find out more. Let us know in the comments if you backed Shenmue World and what your thoughts are.

Interview: Out of Print Archive

Many gamers of a certain age will no doubt recall those halcyon days when the only way to really get your fix of gaming news, was to await the monthly publication of your favourite magazine. The internet of the early '90s was far removed from the internet of present year, and as such watching video of new releases or flipping through hi-resolution images direct from developer on social media wasn't something you could do. Indeed, most of my early memories of using the internet to find out about new game releases involve sneaking into the school IT suite at lunchtimes to employ Alta Vista in my insatiable quest for knowledge. Oh, and using Game Sages to get cheats. Does anyone else remember Game Sages or am I just making that website up?

Kids these days will never know the anticipation of that illuminated N *shakes fist at cloud*

Yes, back in the day, the magazine was king and it was through reading those printed materials that I took an interest in pursuing games journalism as a profession. Nowadays, I'm actually quite glad that I am not a professional games journalist, such is the the way online discourse has morphed, but for a period back in the late '90s and early 2000s it was all I wanted to do with my life. I'm pretty sure I'm not alone in that ambition either. 

Magazines of that period, and more to the point - the people who created them, were our heroes. They were the influencers of their day. Gus Swan, Marcus Hawkins, Caspar Field, Les Ellis, Jaz Rignall, Radion Automatic, Zy Nicholson, Wil Overton, Paul Davies, Keith Stuart, Simon Phillips, Ed Lomas, Tim Weaver, Mean Yob...just a few of the names I can instantly rattle off as an avid reader of a plethora of UK magazines from the 90s and 2000s. And I'm sure those in other parts of the world, and of a certain age can name the authors of their favourite magazines too.

The point I'm trying to make is that magazines were a huge part of many gamers' formative years, and the popularity of podcast Maximum Power Up's superb series of interviews with journos of yesteryear proves this. Furthermore, one website which encapsulates the magic of print media and preserving those memories is the excellent Out of Print Archive. A repository for digitised copies of print magazines of a bygone era, the Out of Print Archive has cemented itself as one of the premier online destinations for anyone who is looking to re-read those magical tomes of their childhood and take a walk down memory lane.

For this reason, we thought it would be pretty cool to speak to the people behind Out of Print Archive, ask them where the inspiration for the site came from, their digitisation process for various Dreamcast-related (and other format) magazines, and to find out what makes them - and the Archive itself - tick. Enjoy...


DCJY: Thanks so much for agreeing to speak to us about all things magazines! Could you tell us a bit about who you are, and what your roles are at Out of Print Archive?

Andy: Hello, my name is Andy (meppi64), I’m from Belgium and I’m working my way through scanning all my UK magazines, editing and restoring them. I also do all the coding and design work on the website itself and I run the Twitter account.

Neil: Hi, I'm Neil, I'm from the United Kingdom (Scotland) and I am one of the admins at Out of Print Archive. One of my initial roles when starting the project was to reach out to the UK publishers in an effort to obtain permission (officially and unofficially) to archive their back catalogue of gaming magazines. 

This allowed us to archive classic video gaming magazines without the nagging feeling that a publisher might come along with a cease and desist order. I have also written the odd article on classic magazines and have caught up with a few important people from the magazines in questions for an interview or input for a feature.

What’s the origin story of the Out of Print Archive? When and why did you decide to set up the site?

Neil: I have always been a fan of classic gaming magazines which lead me to create my own digital retro gaming magazine called Retroaction in 2008. After the release of the first issue, Carl, a fellow retro gaming magazine fan commented on how the ‘zine reminded him of the classic magazine GameFan, particularly its design and layout. 

He asked if he could post the news of the release with a small write up on the retro gaming forums where he was one of the admins along with Andy. This in turn introduced me to the world of magazine archiving and to Andy and his fantastic method of archiving Official Sega Saturn Magazine. I knew then that I wanted my own magazines to be archived in a similar way.

By 2009, we felt we needed to start our own archiving project. One that was totally transparent: free from ads, donations, or any other hindrance. Our main reason for this was to follow on from one of our main goals, in that to reach out to the publishers from yesteryear and get their permission to archive their back catalogue of magazines.

Andy: Originally I came across just 3 digital scans of the Official Sega Saturn magazine online, this must have been somewhere around 2004-2005. No matter how hard I looked, I couldn’t find any more. Reading through these made me remember just how incredible this magazine was and how it was seemingly lost to time, hardly 6 years after the final issue was released.


So this set things in motion for me. I started the hunt down a complete set, with the goal to scan them (in a rather poor fashion at that time) and looking for various ways to get them into peoples hands again. From here, it snowballed into collecting a lot more magazines.


I met Neil as well as Carl, who has since moved on to other projects, on a message board and after a lot of trial and error, as well as seeing how several scanning projects handled things in ways we didn’t agree with, we decided to set up our own site. Focussing on putting quality above everything else, but also doing things with respect towards not just the publishers, but also the editors, writers, designers, etc.

Basically all the people who originally created these magazines we all fell in love with at one point of our lives.


Wow, so we effectively owe the creation of the Out of Print Archive in some way to the Official Sega Saturn Magazine. Not what I was expecting! You clearly have a love of print media - what are your earliest memories of print magazines?

Andy: My earliest memories of a print magazine has to be Club Nintendo. Not quite sure how I found out about it, but I believe there was some kind of postcard included with certain NES games, which you could send in to Nintendo to request a subscription. Once you were signed up, every 2 months you would receive a free copy of Club Nintendo magazine, which lasted from 1989 to 1993.

Neil: My earliest memory of print magazine is picking up C+VG in 1988. I was fairly late to notice magazines, considering I had been playing games for at least three years up until that point, but C+VG opened my eyes to the wonders that were out there. I eventually reserved a copy of C+VG and continued to receive a copy of it until the early 2000s. My other earliest memory is of grabbing a copy of Amstrad Action in 1989. It was an anniversary issue where they gave away a cover-mounted cassette tape with demos and freeware stuff. This issue also reviewed one of my favourite computer games of all time, Laser Squad.

DCJY welcomes DC-UK founder Caspar Field

In the latest episode of our podcast DreamPod, we were lucky enough to be able to (virtually) sit down with the former Deputy Editor of Edge Magazine Caspar Field. Let's be honest though - most of us know him as the man who launched the iconic Dreamcast magazine DC-UK; and who then went on to launch the short-lived (but equally excellent) Mr. Dreamcast magazine.

Here, in episode 87 of DreamPod, regular hosts Andrew, Tom and Mike chat with Caspar about his time at Edge, the beginnings and end of his tenure at DC-UK, the Mr. Dreamcast project, his successful career in the games industry, the launch of the Dreamcast, the tank shooter Red Dog and its potential PS2 sequel...and a host of other random things you've probably never heard about before.

Huge thanks to Caspar for appearing on our podcast, huge thanks to the graphics maestro Lewis for his artwork, huge thanks to Andrew for sorting this interview, and huge thanks to you lot for listening to our podcast (hint: you don't want to miss this one!).

Be sure to follow Caspar on Twitter, and remember you can find all of our previous episodes on Apple Podcasts, Spotify and pretty much every podcatcher out there. If you like what you hear, feel free to subscribe and give us a review. Cheers!


Exploring EMAP's Lost Official Dreamcast Magazine: An Interview With Dave Kelsall

Magazines are an important part of gaming history.

They were the only way that regular people could absorb all the news from the industry and get opinions on games before they spent their hard-earned cash on them. Like much physical media though, they have become increasingly niche as the internet and digital technologies saturate the market. News can be fed right to your phone as it happens, while user and influencer reviews are taken on board just as much, if not more, than the professionally written ones of established journalists.
For many of us who revere retro (and especially Dreamcast, of course), physical media and good-old-fashioned games journalism feels sorely missed. Personally, I can find a place for the old and the new in my life, but when flicking through old magazines I never fail to stumble upon that one thing that made them special - magic.

Okay, I don’t mean magic in the make-believe sense (and most definitely not in the Dynamo sense either), but rather that feeling of holding in your hands the key to a world that is beyond the norm. They were a guide to all of those computers, consoles and games that you had no idea were coming. They held updates on things you were eagerly awaiting, and reviews of games you’d seen in the shop but had no idea if it was worth paying £39.99 for.
When I wrote my first book, Dreamcast: Year One, I took this very specific love of gaming magazines and injected that into the pages - both in the style and also the content. Specifically, I interviewed three people involved in that scene from the time of the Dreamcast; Caspar Field (editor of DC-UK), Ed Lomas (reviews & deputy editor of Official Dreamcast Magazine) and also David Kelsall (graphic designer at Official Saturn Magazine).
The latter of those interviews was more than just a chat about the good old days though, as David had a never-before-seen pitch from the magazine publisher EMAP for the Official Dreamcast Magazine. I therefore decided to share an edited down version of his interview, along with a few of the images he shared with me, in the book itself.

I had always intended to share a longer version of the interview with the images I didn’t use, and as we approach the launch of my campaign to fund Dreamcast: Year Two I figured this was the best time to do that. So here it is!


Andrew Dickinson: David, could you please tell us a little bit about how you got into games journalism?

Dave Kelsall: It’s quite a long story! I’ve always been obsessed with games magazines (and games of course). I used to buy everything available, even books with type-in BASIC listings. I wouldn’t necessarily type them, but I liked to read the code and look at the artwork.

I was on an art trip to London with my Sixth form college and I spotted Julian Rignal (renowned games journalist and editor) sitting in the buffet clutching a camera. He was off to do one of his seaside reports on the latest arcade machines, so I went over to say hi. I didn’t live that far from Ludlow (where Newsfield, the publishers of Crash and Zzap! 64, were based) and so he invited me down to take a look around the offices whenever we were both free.

A few weeks later I went down for a visit and he very kindly showed me around, took me to the pub, and we of course played games. Fast forward a few years and I had just finished my HND in Graphic Design and I was on the train accompanying my girlfriend who was going for an interview in London for a job in the fashion industry. I happened to be reading a copy of Mean Machines and there was an advert in the News section looking for a designer. As I remember it, I turned up to the EMAP offices and enquired about the job. I think I spoke to Julian beforehand and mentioned who I was, and I was promptly shown upstairs and told to design something. They must have liked what I did as I was offered the job the next day and that was the start of a career in magazines, and initially games journalism. I absolutely loved my time there and I only left the games division when EMAP sold it to Dennis. I moved on to other titles within EMAP.

Some Dreamcast Items From Video Game Market 3

This last weekend (Saturday 5th March 2016) saw the third annual RetroCollect Video Game Market, where traders and online retailers converged at Yorkshire's Doncaster Dome to sell merchandise, consoles and games at reasonable prices to thrifty retro gamers. That was the theory anyway - some traders were clearly not singing from the same hymn sheet, asking stupid money for old consoles that were so yellowed they could be mistaken for blocks of cheddar. On the whole though, it was a fantastic event and the sheer number of people in attendance was mind blowing.
Thousands of people looking for yellowing Dreamcasts...
I was amongst that number representing the Junkyard, and it was great to meet so many people who visit this hallowed blog and listen to our podcast - in fact I was a little taken aback by how many attendees knew of the Junkyard and asked about articles they had read here, so if you were one of them - thank you. As it was primarily a market, I was able to leave my little corner of the venue and venture into the fray briefly and I'm glad I did because I managed to acquire some quite lovely Dreamcast-related stuff at Video Game Market 3. Here for you delectation is a run down of the swag I got my hands on...
What a fool.

Official UK Dreamcast Magazine: Demo Editions

It's pretty much standard practice for a console to have it's own officially-licensed print magazine, and the Dreamcast was no different. The Official UK Dreamcast Magazine is well known for it's more mature tone and it very much felt like a clone of the Official PlayStation Magazine, what with the monthly DreamOn demo discs stuck to the font cover and the premium price of £5 in an era where £3 was more common for a monthly gaming publication. For this reason alone, I tended to purchase Paragon Publishing's unofficial Dreamcast Magazine and occasionally Dreamcast Monthly and DC-UK. I must also admit to having bought Mr Dreamcast on one occasion but the less said about that, the better. That's not to say I never bought ODM (as it was known) though, as I did when I was feeling particularly flush; but back in 1999 that wasn't a regular occurrence...and still isn't. But enough about my Bob Cratchit-esque lifestyle.

We have covered the various UK-based monthly Dreamcast periodicals in a previous post here at the Junkyard, but this is slightly different to that article (it has 95% less swearing). It appears that when pitching the idea of an official magazine to Sega, Dennis Publishing pulled out all the stops to win the contract and went as far as producing a full-blown demo magazine to present to the big wigs, of which around 50 issues were produced. Thanks to regular DCJY visitor and Dreamcast collector Blue Swirl, we are able to present these rather amazing images of the Official UK Dreamcast Magazine's unreleased demo issue.
Pretty sure the hippy is from Body Harvest on N64
You will note several differences between the final version and the demo, such as the different title font and graphics, and also the use of silver and the Dreamcast logo on the sides of each page. Blue Swirl offers more details on the differences between the dummy run and the final product:

I got one of the magazines on eBay and I got the other two from someone who as a hobby preserves magazines by scanning them. I said to him I was a bit of a Dreamcast nut and wondered if he would part with them, and to my surprise he was more than happy to let them go to me as I am a collector.

The magazine has approximately 140 pages but that consists of the first 70 pages printed twice, I guess they did this to give it some bulk. 

Some content is exactly the same but with a completely different layout, there are some pages that are not in the final issue and some features have different content, like the Gadgets Gizmos and Websites feature. The Fourplay feature has some different content too plus there are some fashion photos not present in the full issue, and it also has a small feature where they ask what the cast of Red Dwarf think of the Dreamcast. Another thing omitted from the full issue was the gatefold front cover. 

There isn't a staff section but there is the editors note.

Interestingly I noticed they originally went with an out of 6 for the review score system.
The 6 point scoring system can be seen here
It's interesting to see these pre-production mock ups and this gives an idea of the amount of work that must have gone into competing for the official brand license. Maybe there are some other mock ups in the hands of collectors which were created by competing publishing houses? If there are, and you have one please let us know. On this note, DC-UK was originally intended to be Future Publishing's pitch for the official license, so it would be fascinating to see if there are any officially branded demo issues.
Thanks to Blue Swirl for all of these images and information, and be sure to check out the eponymous blog, BlueSwirl.